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Found 6 results

  1. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlase
  2. Do you have a love and passion for video games? Do you want to use that love and passion to have a positive impact on the world? Are you sick of corporate culture? If so, read on! We are looking for help on our quest! We require an experienced multi-talented individual in UI/UX/Graphic Design, with retro video game knowledge and experience for our mobile app. As a team member, you will be an important and valued part in the completion of our mid-stage, high-concept prototype. Over the last two years, we have built a strong and dedicated customer base. This project is a un
  3. If you've been looking for a UI manager for Phaser before, you'll know there aren't really a whole lot of good ones out there. That's why I started working on a component for building user interfaces in Phaser, called SlickUI. It's still in early development, but already capable of buiding user interfaces with panels, buttons, text and generic display objects (like sprites). On the todo list is adding text fields, checkboxes and radio buttons. Website Github page Would be cool to see your opinions!
  4. In peoples experience / opinion which is the better approach to building a User Interface for an HTML5 game? I've found mixed opinion and approaches across the web (as with most things HTML5 games related). As far as I can see the advantages in using the DOM are styles can be set by CSS (so no need for sprites and images), and it isn't redrawn by the main game loop on each redraw (as this is then handled by the browser, and presumably is generally accelerated by the GPU). It's also easier to handle user interaction such as click events through the DOM. However I know accessing the DOM can
  5. How do you position the user interface graphics / sprites to stay on the screen?
  6. Hi, I started to create a graphical userinterface and an extension of babylonjs. You can define different objects on a set and move, rotate, etc. these objects relative. There is also a binary based format avaible (v3d) to obtain an faster loading, and an second supported format is: "xml", with this you can easy configure maps for your game. By example: <?xml version='1.0'?><V3D> <ground>grass.jpg</ground> <skybox>sky/skybox</skybox> <object map="objects" url="example.v3d" x='500' rotationX='90'> <mesh name="Mesh01" scaleX='2'></
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